# 2022-8-24 Sculpt/Texture/Paint Module Meeting
## Attendees
- Joe Eagar
- Bastien
- Julian
- Julien Kaspar
## Agenda
### Needs Commit
None :+1:
### High Prio Bugs
- [⚓ T100480 Regression: Hiding face sets in sculpt mode doesn't work with modifiers](https://developer.blender.org/T100480)
- Hans already fixed it
- [⚓ T100479 Regression: Expand operator on open boundaries causes crash](https://developer.blender.org/T100479)
- Joe can take a look
- [⚓ T99288 Color attributes of index above 7 deletes after entering edit mode](https://developer.blender.org/T99288)
- Already in review
Depending on [D15428](https://developer.blender.org/D15428):
- [⚓ T99282 Regression: Object invisible in Sculpt Mode when using >8 color attributes](https://developer.blender.org/T99282)
- [⚓ T98889 Regression: Sculpting on a linked copy of an objects crashes Blender](https://developer.blender.org/T98889)
### In Review
Targeted for 3.4:
- [⚙ D15025 Expose Face Sets In Python API](https://developer.blender.org/D15025)
- Nothing new yet
- [⚙ D15496 Sculpt Attribute API](https://developer.blender.org/D15496)
- Only minor feedabck from Brecht
- [⚙ D15428 PBVH Draw Cleanup](https://developer.blender.org/D15428)
- Joe worked on it in a separate branch
- Will update the patch soon once ready
Other:
- [⚙ D15697 Redo Panel Barrier](https://developer.blender.org/D15697)
- Joe will write Campbell about this
Wait until next week
- [⚙ D14900 PBVH Texture Paint Node Splitting](https://developer.blender.org/D14900)
- [⚙ D15596 Convert Color Attribute operator](https://developer.blender.org/D15596)
- [⚙ D14970 3D Texturing: Fix seam bleeding.](https://developer.blender.org/D14970)
- [⚙ D15298 Support Automasking For Texture Paint](https://developer.blender.org/D15298)
### In Progress
- [⚙ D15122 Cavity Automasking Mode](https://developer.blender.org/D15122)
- [⚙ D15297 Normal Based Automasking Modes](https://developer.blender.org/D15297)
### To Do's
Joe:
- [ ] Auto-masking features as high priority
- [ ] Addressing notes on [D15496](https://developer.blender.org/D15496)
- [ ] Remaining high Prio bugs
- [ ] Rewriting [D15428](https://developer.blender.org/D15428) based on new design
- [ ] Afterwards: Brush Refactor Design
- [ ] Joe will also write an overview of the featurs being worked on in sculpt-dev
### New Tasks
- [⚙ D15697 Redo Panel Barrier](https://developer.blender.org/D15697)
### Other Topics
#### Brush management project discussion
- We need to assign tasks and define goals and scope of the project
- The Team
- Joe would be the main developer
- Julian would be involved for asset implementation
- Bastien would help out minimally for overrides
- Dalai to oversee the project
- This week we should define the meta level scope and use cases we want to solve
- Dalai is not strictly needed for now but eventually required for scheduling and design approval
- Also for geometry node team involvement
- We could start daily meetings to plan to start the project properly in two weeks
- We could already work on a propotyipe to get MVP brush asset implementation
- There's also a big amount of UI tasks. These need mockups.
- Julian would also like to use this as a chance to push the asset system further with this as well
- We need to consider using grid popup menus for brush selection rather than pie menus. Needs design exploration.
- The right click menu for quick access might be a separate project.
- It's still improtant but we can spend more time on the design while implementing the most important tasks.
- Most important tasks might be
- Basic brush asset implementation
- Brush managment process
- Converting tools into a single tool with brush presets
- Overriding preset preferences
- Brush picker in sidebar
- Brush essentials library
- Presumably 60-80 brushes
- Boundary and cloth would branch the most
- Should we include textures?
- Should these be implemented in the binary or as an in-built asset library?
- What are the essentials?
- A full default blender asset pack?
- Or just the basic primitves for blender to function?
- Whaat's the scope of the library?
- Julian suggest that it's the basic time wasters (Noded groups setups, base meshes, textures)
- But for now the focus should be 'default asset'. The foundation to grow the essentials in further releases
- We need to define what we consider an 'essential' assets
- Preview images for brush assets?
- It's basically impossible to automatically generate preview thumbnails
- We could define the default based on the brush preset
- Even with cstuom color palette?
- Depends on how well this works with themes
- Could be similar to collection color tags
- Probably add oeprator to generate preview image from active obejct
- Followup projects
- Brush refactor?
- Would help reduce th amount of brush deformation presets
- Other benefits would be pinning settings, input curves, unified setting behaviour and future brush development
- 'Cherry Picking'. Pinning brushes and brush settings for quick access
- Right click menu
- A new grid design for accessing brushes
- Unclear projects
- Node editor for brushes
- Still unclear on the goals and use cases
- We could go for Agile/Lean workflow
- Daily meetups then
- Focus on meta discussions. Goals and targets.